Desolate Dancer
Educated
So I have been thinking about this a lot lately, since we have directly opposing (and a somewhat in-between) views about skill checks in rpgs as per the following:
1. There's always a marginal chance for success and failure regardless of skill level/character level.
Which means that you can always succeed or fail occasionally, regardless of your skill level and character level. This can be great for beginners where sometimes they can have a lucky shot at an attempt, but can also be annoying at higher levels where you fumble at something (e.g. spring a trap) which can have a devastating effect. A good example for this is d&d of course, where your roll a d20 and a 1 is a guaranteed failure whereas a 20 is a guaranteed success, no matter what. As such, the chances are fixed: 5% for both eventuality.
2. Chance of failure decreases (success increases) by skill level, but both outcome is ever-present.
Although you can still fail and succeed occasionally, regardless of your skill level or character level, at least you can be sure that upgrading your skill level will lead you to less fumbles and more easy successes. This is an in-between solution between the above and the next one.
3. Sometimes success or failure is guaranteed, depending on task difficulty relative to skill level.
This is something, that is very attractive to some because of the safety it provides: the higher your skill level, the more tasks you'll ace. A simple lock is no trouble for a thief with a high open locks skill, and they will always manage to unlock those mechanism that are way under their current skill level. This means that your guaranteed minimum roll/score increases, the higher your skill level is. It also means however, that certain locks will be out of your reach if they require a higher roll/score than your maximum possible score.
To sum it up, both extremes have their own advantages. The 1. option can make 'lucky shots' even if you are way below in level and talent to succeed at a task. The 3. is good to make sure that you'll not waste time on fumbles and needless irl actions e.g. in a computer game like BG2 you'd have to click multiple times just to succeed in Open Locks on a chest, but why would you waste time on this in a single-player game, if you could open it right away - one might ask?
In comments you might also present your favorite method/dice combination/mechanism on how would you make such skills progress, how many levels you prefer for your skills (and what's the max level cap for chars) and how do you handle yet-untrained skills (i.e. something that is a class skill, but you have not invested any points in it yet). Also, how many different possible outcomes do you prefer in your system? I just mentioned success and failure as the two basic ones, but we can talk about critical failures, critical successes, success BUT and failure BUT situations as well.
1. There's always a marginal chance for success and failure regardless of skill level/character level.
Which means that you can always succeed or fail occasionally, regardless of your skill level and character level. This can be great for beginners where sometimes they can have a lucky shot at an attempt, but can also be annoying at higher levels where you fumble at something (e.g. spring a trap) which can have a devastating effect. A good example for this is d&d of course, where your roll a d20 and a 1 is a guaranteed failure whereas a 20 is a guaranteed success, no matter what. As such, the chances are fixed: 5% for both eventuality.
2. Chance of failure decreases (success increases) by skill level, but both outcome is ever-present.
Although you can still fail and succeed occasionally, regardless of your skill level or character level, at least you can be sure that upgrading your skill level will lead you to less fumbles and more easy successes. This is an in-between solution between the above and the next one.
3. Sometimes success or failure is guaranteed, depending on task difficulty relative to skill level.
This is something, that is very attractive to some because of the safety it provides: the higher your skill level, the more tasks you'll ace. A simple lock is no trouble for a thief with a high open locks skill, and they will always manage to unlock those mechanism that are way under their current skill level. This means that your guaranteed minimum roll/score increases, the higher your skill level is. It also means however, that certain locks will be out of your reach if they require a higher roll/score than your maximum possible score.
To sum it up, both extremes have their own advantages. The 1. option can make 'lucky shots' even if you are way below in level and talent to succeed at a task. The 3. is good to make sure that you'll not waste time on fumbles and needless irl actions e.g. in a computer game like BG2 you'd have to click multiple times just to succeed in Open Locks on a chest, but why would you waste time on this in a single-player game, if you could open it right away - one might ask?
In comments you might also present your favorite method/dice combination/mechanism on how would you make such skills progress, how many levels you prefer for your skills (and what's the max level cap for chars) and how do you handle yet-untrained skills (i.e. something that is a class skill, but you have not invested any points in it yet). Also, how many different possible outcomes do you prefer in your system? I just mentioned success and failure as the two basic ones, but we can talk about critical failures, critical successes, success BUT and failure BUT situations as well.
Last edited: